Brian Fargo was recently interviewed by Gamasutra. The article is centered around inXile's upcoming dungeon-crawler Hunted, but there's quite a bit about Fallout and Wasteland. Here are the highlights:

On the topic of Interplay, what is it like to now be working with the company that inherited the Fallout legacy, which you were heavily involved with?

BF: There's some irony there, but for me I feel like I'm working with the same family in a certain way. Obsidian [which is staffed by numerous former Fallout developers] is doing work with them, and we're doing work with them, and Fallout was one of my babies, and they're handlnig Fallout. In a way, I feel like I'm just working over at my cousin's house [laughs].

Did you play Fallout 3? What did you think of it?

BF: I did play Fallout 3, and I think they did a great job with it. Fallout is about sensibility, and you have to give Bethesda credit on that. Most people would have looked at Fallout -- 95 percent of publishers -- and its PC sell-through data, and said, "Nah. It's not that big."

But there was more to it than that. It would be unfair to just compare it to Tony Hawk, and say, "Tony Hawk! Now there's a franchise!" They had the vision to look at it and say, "There's something here. There's a world. There's a loyalty base that loves this." And they did it. They executed on the sensibility part.

"Yeah! A loyalty base that loves this and that we're going to completely ignore and alienate!!"

At one point there were reports that inXile acquired the Wasteland license. Do you still own that?

BF. Yes I do.

What do you plan to do with it?

BF: There'll be something there. I would love to bring that world back. It was the granddaddy that started Fallout. The only reason Fallout existed was because I couldn't get the Wasteland name. That was it. That was the only reason. I did Wasteland, and I wanted to do it again, and EA was going to do something, but then they let it go dormant. I said, "Please, can I have the rights back?" and they said no, but they never did anything with it.

During that time, I didn't want to wait any longer, and that's why we did Fallout. It was a spiritual successor to Wasteland, and that's why it exists today.